150 lines
5.8 KiB
C++
150 lines
5.8 KiB
C++
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#include "pipeline.h"
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#include "logicaldevice.h"
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Engine::Pipeline::Pipeline(const Program& program, LogicalDevice* device):
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device(device),
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program(program),
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vk(),
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layout()
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{
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createLayout();
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createPipeline();
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}
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Engine::Pipeline::Pipeline(const Pipeline& other):
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device(other.device),
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program(other.program),
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vk(),
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layout()
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{
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createLayout();
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createPipeline();
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}
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Engine::Pipeline::~Pipeline() {
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device->destroyPipeline(vk);
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device->destroyPipelineLayout(layout);
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}
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void Engine::Pipeline::createLayout() {
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VkPipelineLayoutCreateInfo info{};
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info.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
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info.setLayoutCount = 0;
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info.pushConstantRangeCount = 0;
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if (device->createPipelineLayout(info, layout) != VK_SUCCESS)
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throw std::runtime_error("failed to create pipeline layout!");
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}
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VkShaderModule Engine::Pipeline::createShaderModule(Program::ShaderType type) {
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VkShaderModuleCreateInfo info{};
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info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
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info.codeSize = program.codeSize(type);
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info.pCode = program.code(type);
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VkShaderModule module;
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if (device->createShaderModule(info, module) != VK_SUCCESS)
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throw std::runtime_error("failed to create shader module!");
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return module;
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}
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void Engine::Pipeline::createPipeline() {
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VkShaderModule vertShaderModule = createShaderModule(Program::vertex);
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VkShaderModule fragShaderModule = createShaderModule(Program::fragment);
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VkPipelineShaderStageCreateInfo vertShaderStageInfo{};
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vertShaderStageInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
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vertShaderStageInfo.stage = VK_SHADER_STAGE_VERTEX_BIT;
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vertShaderStageInfo.module = vertShaderModule;
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vertShaderStageInfo.pName = "main";
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VkPipelineShaderStageCreateInfo fragShaderStageInfo{};
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fragShaderStageInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
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fragShaderStageInfo.stage = VK_SHADER_STAGE_FRAGMENT_BIT;
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fragShaderStageInfo.module = fragShaderModule;
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fragShaderStageInfo.pName = "main";
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VkPipelineShaderStageCreateInfo shaderStages[] = {vertShaderStageInfo, fragShaderStageInfo};
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VkPipelineVertexInputStateCreateInfo vertexInputInfo{};
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vertexInputInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
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vertexInputInfo.vertexBindingDescriptionCount = 0;
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vertexInputInfo.vertexAttributeDescriptionCount = 0;
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VkPipelineInputAssemblyStateCreateInfo inputAssembly{};
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inputAssembly.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
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inputAssembly.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
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inputAssembly.primitiveRestartEnable = VK_FALSE;
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VkPipelineViewportStateCreateInfo viewportState{};
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viewportState.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
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viewportState.viewportCount = 1;
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viewportState.scissorCount = 1;
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VkPipelineRasterizationStateCreateInfo rasterizer{};
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rasterizer.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
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rasterizer.depthClampEnable = VK_FALSE;
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rasterizer.rasterizerDiscardEnable = VK_FALSE;
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rasterizer.polygonMode = VK_POLYGON_MODE_FILL;
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rasterizer.lineWidth = 1.0f;
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rasterizer.cullMode = VK_CULL_MODE_BACK_BIT;
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rasterizer.frontFace = VK_FRONT_FACE_CLOCKWISE;
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rasterizer.depthBiasEnable = VK_FALSE;
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VkPipelineMultisampleStateCreateInfo multisampling{};
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multisampling.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
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multisampling.sampleShadingEnable = VK_FALSE;
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multisampling.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
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VkPipelineColorBlendAttachmentState colorBlendAttachment{};
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colorBlendAttachment.colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
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colorBlendAttachment.blendEnable = VK_FALSE;
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VkPipelineColorBlendStateCreateInfo colorBlending{};
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colorBlending.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
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colorBlending.logicOpEnable = VK_FALSE;
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colorBlending.logicOp = VK_LOGIC_OP_COPY;
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colorBlending.attachmentCount = 1;
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colorBlending.pAttachments = &colorBlendAttachment;
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colorBlending.blendConstants[0] = 0.0f;
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colorBlending.blendConstants[1] = 0.0f;
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colorBlending.blendConstants[2] = 0.0f;
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colorBlending.blendConstants[3] = 0.0f;
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std::vector<VkDynamicState> dynamicStates = {
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VK_DYNAMIC_STATE_VIEWPORT,
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VK_DYNAMIC_STATE_SCISSOR
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};
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VkPipelineDynamicStateCreateInfo dynamicState{};
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dynamicState.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO;
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dynamicState.dynamicStateCount = static_cast<uint32_t>(dynamicStates.size());
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dynamicState.pDynamicStates = dynamicStates.data();
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VkGraphicsPipelineCreateInfo pipelineInfo{};
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pipelineInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
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pipelineInfo.stageCount = 2;
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pipelineInfo.pStages = shaderStages;
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pipelineInfo.pVertexInputState = &vertexInputInfo;
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pipelineInfo.pInputAssemblyState = &inputAssembly;
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pipelineInfo.pViewportState = &viewportState;
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pipelineInfo.pRasterizationState = &rasterizer;
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pipelineInfo.pMultisampleState = &multisampling;
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pipelineInfo.pColorBlendState = &colorBlending;
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pipelineInfo.pDynamicState = &dynamicState;
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pipelineInfo.layout = layout;
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//pipelineInfo.renderPass = renderPass;
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pipelineInfo.subpass = 0;
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pipelineInfo.basePipelineHandle = VK_NULL_HANDLE;
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if (device->createPipeline(pipelineInfo, vk) != VK_SUCCESS)
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throw std::runtime_error("failed to create graphics pipeline!");
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device->destroyShaderModule(fragShaderModule);
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device->destroyShaderModule(vertShaderModule);
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}
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void Engine::Pipeline::bind(const VkCommandBuffer& buffer) const {
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vkCmdBindPipeline(buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, vk);
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}
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